I'm having an issue here, but it's not really much to do with not being able to follow the tutorial. It's just my tilemap is too big. By that, I mean it's 16x16, so it's not actually too big to load into the ROM. The problem is I was banking on being able to flip some tiles to repeat here and there, but 8BPP won't let me, whereas 4BPP will.
Here's my map and tileset I'm trying to import. I already trimmed about 110 duplicate or similar tiles out of a previous version, and I'm not sure what, if anything I can cut to make room for the "flipped" tiles if I can't flip them in NTME.
Edit: Nevermind. I figured it out. Still have an issue with the bottom right corner. I figured it would be covered by the textboxes in all cases. Turns out I forgot how the Pokedex displayed the map. And for some reason, the tiles and tilemap I imported seemed to work just fine for the Pokedex, except there are a few tiles in that corner that didn't carry over from the World Map and Pokenav map onto the Pokedex screen. It's not too big an issue, just kind of annoying. There's a big portion of land that runs right into the sea with no transition. And for some reason, the third color in the palette likes to change. It's not that big a deal, and I think it's a little cool. It's the light gray that outlines the routes, and sometimes it'll be the right color, other times it'll be red or blue or some other color.
Sorry if this question was repeated, but as stated, 8BPP mode won't accept the sphere files (effectively making the video provided worthless), is there any way I can get the tilemap into a RAW file? I really don't want to make the map tile-by-tile in NTME.
First, open up the tilemap file that Sphere created. You must now take a screenshot of the tiles (like the guy does in the youtube video provided for this tutorial). Open up the screenshot in Gimp, turn on your grid, and edit the picture until you have a perfect tileset that fits in the 8x8 pixel grid. Export/Save the file as a PNG. As long as it doesn't have over 256 different tiles, it should open up fine in NTME 8BPP mode.
Quote originally posted by miggy93:
A little help please. I followed everything but once I check the map on VBA, it seems glitchy. Here's a link since I can't post images yet.
I've encountered this problem before. When you are making your tilemap on NTME, in the bottom right hand corner, make sure you set it to "R/S WM". If it is just at CUSTOM, your map will glitch like it did in the picture.
Quote originally posted by markis:
what tile molester you are using? i do all things but then i try to import .pal file i cant, cuz my tilemolester doesnt support .pal ? Here a screen.
Hi, I am hacking ruby and I followed all the steps, but I seem to have a "map's color" problem. My map looks fine only where I saved the BG... For example: If I saved the BG in the pokecenter, the map will have the correct colors only when I am in the pokecenter, if I use the pokekav or pokedex when I am in a route, some colors will be wrong (but if I save the BG in a route, the colors will be fine in that route and wrong in the pokecenter). Do you know what I am doing wrong? Thanks for your attention. (and sorry for my bad english)
Hey so I followed the tutorial but in game my map looks like a mess of the tile set any ideas? I'm using ruby as my base, and heres what i see (just copy paste it into a browser cause I can't post links yet) gyazo.com/2322b0029c1285bfbfc387d57ba94204